My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Mediocre

2 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Firecracker P.E.K.K.A Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Barbarians P.E.K.K.A Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Firecracker

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Skeleton Army
Giant Snowball
Bats Barbarians Skeleton Army
Zap
Bats Firecracker Skeleton Army
Barbarian Barrel
Firecracker Barbarians Skeleton Army
The Log
Firecracker Barbarians Skeleton Army
Earthquake
Firecracker Barbarians Skeleton Army
Arrows
Bats Firecracker Skeleton Army
Royal Delivery
Bats Firecracker Barbarians Skeleton Army P.E.K.K.A
Fireball
Firecracker Barbarians Skeleton Army
Poison
Bats Firecracker Barbarians Skeleton Army
Lightning
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker The Log Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Arrows Skeleton Army P.E.K.K.A Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Barbarians

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats The Log Arrows Firecracker Skeleton Army Barbarians P.E.K.K.A Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

10 Bats The Log Arrows Firecracker

Attack Synergies 2 7

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Mega Knight Firecracker P.E.K.K.A
Arrows
P.E.K.K.A Mega Knight
Firecracker
Bats P.E.K.K.A Mega Knight
Barbarians
Skeleton Army
P.E.K.K.A
Arrows Bats Firecracker The Log
The Log
P.E.K.K.A Mega Knight
Mega Knight
Bats Arrows Firecracker The Log

Defense Synergies 3 12

Bats
Firecracker P.E.K.K.A The Log Mega Knight
Arrows
Mega Knight Barbarians P.E.K.K.A
Firecracker
The Log Bats Skeleton Army P.E.K.K.A Mega Knight
Barbarians
Arrows Skeleton Army
Skeleton Army
Firecracker Barbarians The Log
P.E.K.K.A
The Log Bats Arrows Firecracker
The Log
Firecracker P.E.K.K.A Bats Skeleton Army Mega Knight
Mega Knight
Arrows Bats Firecracker The Log

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Firecracker The Log
Barbarians Skeleton Army P.E.K.K.A Bats Firecracker The Log Mega Knight
Barbarians Skeleton Army P.E.K.K.A Mega Knight Bats
Barbarians Skeleton Army P.E.K.K.A Bats Firecracker Mega Knight
Arrows Firecracker Barbarians Skeleton Army P.E.K.K.A The Log Mega Knight
Arrows Skeleton Army The Log Bats Firecracker Mega Knight
Bats Arrows Firecracker
Arrows Barbarians P.E.K.K.A The Log Mega Knight
Barbarians P.E.K.K.A Skeleton Army
Skeleton Army Firecracker Barbarians Mega Knight
Bats Barbarians Skeleton Army Arrows Firecracker The Log Mega Knight
Arrows Bats Firecracker
Barbarians Skeleton Army P.E.K.K.A Mega Knight Bats The Log
Skeleton Army Mega Knight Bats Arrows Firecracker Barbarians P.E.K.K.A The Log
Barbarians Skeleton Army P.E.K.K.A Mega Knight
Barbarians Skeleton Army P.E.K.K.A The Log Mega Knight
Barbarians Mega Knight Bats Arrows Firecracker Skeleton Army P.E.K.K.A
Arrows Mega Knight Bats Firecracker Barbarians Skeleton Army The Log
Arrows The Log Bats Firecracker Barbarians Mega Knight
Barbarians P.E.K.K.A
Skeleton Army Mega Knight Bats Arrows Firecracker Barbarians P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Barbarians Skeleton Army Mega Knight P.E.K.K.A
Arrows Firecracker The Log Mega Knight
Barbarians Skeleton Army P.E.K.K.A Mega Knight Bats The Log
Skeleton Army P.E.K.K.A Mega Knight Bats Barbarians The Log
Barbarians P.E.K.K.A Skeleton Army Mega Knight
Arrows Firecracker Bats
Skeleton Army P.E.K.K.A Bats Barbarians
P.E.K.K.A Mega Knight Barbarians Skeleton Army
P.E.K.K.A Mega Knight Bats Firecracker Barbarians Skeleton Army The Log
P.E.K.K.A Barbarians Skeleton Army
P.E.K.K.A Mega Knight Bats Barbarians
Skeleton Army P.E.K.K.A Mega Knight Arrows Barbarians The Log
Barbarians Skeleton Army P.E.K.K.A Mega Knight
Firecracker Barbarians Skeleton Army Mega Knight
Barbarians Skeleton Army Bats Firecracker P.E.K.K.A The Log
Bats Arrows Mega Knight Firecracker Barbarians P.E.K.K.A The Log
Arrows

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker Barbarians The Log
Arrows Firecracker The Log Mega Knight
Arrows Firecracker Bats
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Bats
Firecracker Arrows The Log
Arrows Firecracker
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log Mega Knight
Arrows
Bats
Arrows Firecracker The Log Mega Knight
Arrows Firecracker The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows Barbarians The Log
Arrows Firecracker The Log Mega Knight
Arrows Firecracker The Log
Arrows The Log Mega Knight
Arrows Firecracker The Log
Bats Arrows Firecracker
Bats Firecracker
Arrows The Log Mega Knight
Arrows Firecracker
P.E.K.K.A Mega Knight
Arrows Firecracker The Log
Bats Barbarians Skeleton Army
Arrows Firecracker
Arrows The Log
Firecracker Mega Knight
Arrows The Log Firecracker
Arrows
Firecracker P.E.K.K.A Mega Knight
Bats Firecracker The Log
Firecracker Bats
Firecracker The Log Mega Knight
P.E.K.K.A
Firecracker Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: